Tricky Situations (VGC 2012 RMT)

Tricky Situations VGC 2012 RMT by KorKonT
Hello, this is my very first attempt at an actual VGC team. Previously I have tried doing VGC 2011 but failed after being beat too much. After seeing that this year's rules are actually fun I decided to try again. My team's goal is an offensive Trick Room team. I recently put this team together with little knowledge of VGC and it obviously needs a lot of improvement. This team was a rather quick build, but I hope I can get this to the point of it having success.
Everything is designed so that it can be weaved together into a 4-pokemon team nearly seamlessly with eachother to fit the oponent situation.

GHOST LITE! (Chandelure) (M) @ Focus Sash Trait: Flash Fire
EVs: 252 HP / 252 SAtk / 4 SDef
Quiet Nature (+SAtk, -Spd)
- Heat Wave
- Shadow Ball
- Trick Room
- Protect
My first pokemon I added to my team and based my team roughly around. I decided on a Trick Room because I remember last year how I was always outsped by everything. This time I decided to go with the Bulky Offensive approach. I added Ferrothorn because it pairs well with Chandelure if Ferro is one of the pokemon I bring out onto the field first. Protect so I don't kill myself on Earthquake.


MisterDurian (Ferrothorn) (M) @ Leftovers
Trait: Iron Barbs
EVs: 252 HP / 148 Def / 108 SDef
Relaxed Nature (+Def, -Spd)
- Leech Seed
- Protect
- Power Whip
- Gyro Ball
The Rain counter to my team and general wall for it. Resists many of the common moves in the VGC, while both of its weaknesses are blocked by Chandelure. Because of this, they make a great dual wall combo. Ferrothorn has the strength to stall and kill several things that are very powerful in this metagame, most specifically Latios without Hidden Power Fire.


Road (Conkeldurr) (M) @ Flame Orb
Trait: Guts
EVs: 212 HP / 252 Atk / 44 Def
Brave Nature (+Atk, -Spd)
- Rock Slide
- Drain Punch
- Mach Punch
- Detect
This pokemon is your average Conkeldurr, using detect for a turn of setup while my other 3(possibly 4) interchangeable walls help it survive. Mach punch is my main forme of priority, killing off the stronger pokemon that can kill a lot of my team. Rock Slide is used for its dual hitting while Drain Punch provides a little more power and healing in Trick Room for when Mach Punch is not needed.


Snail (Gastrodon) (M) @ Rindo Berry
Trait: Storm Drain
EVs: 252 HP / 252 Def / 4 SDef
Hardy Nature
- Surf
- Ice Beam
- Toxic
- Recover
Somewhat of a filler pokemon, this big guy is meant to absorb water attacks so that Chandelure can get a turn and get his Trick Room up. By that time I have usually Toxic'd something of ran away for my trusty Ryperior(my hope is that nobody predicts the switch and uses a water attack when there's a Gastrodon up).


JELL-O Man (Reuniclus) (M) @ Life Orb
Trait: Magic Guard
EVs: 172 HP / 32 Def / 252 SAtk / 52 SDef
Quiet Nature (+SAtk, -Spd)
- Psyshock
- Focus Blast
- Protect
- Trick Room
My lil' Jell-O is probably one of my favorite Generation V pokemon. Having used a varient of this in Singles paired with Conkelderr, I figured it would work wonders in VGC. Psyshock is for just in case I get stuck with a special pokemon(Focus Blast usually kills the physical walls anyways).


Rockieh (Rhyperior) (M) @ Earth Gem
Trait: Solid Rock
EVs: 252 HP / 252 Atk / 4 SDef
Brave Nature (+Atk, -Spd)
- Earthquake
- Rock Slide
- Megahorn
- Protect
This pokemon is meant to be paired with JELL-O Man(Reuniclus) and to hit very powerfully with earthquake(note my entire team has Protect/Detect). After a Trick Room, they work together to take out every threat they possibly can in a matter of moments. Great little pokemon overall. Also a sandstorm counter due to having rather good defenses in sand. Hits like a tank.
 
Your team is shut down pretty well by a common Trick Room Imprison Chandelure, you shud think of maybe adding something in there to stop that, possibly

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Whimsicott@Mental Herb
252HP/4SpDef/252Speed
Prankster
Taunt
Trick Room
Protect/Substitute
Giga Drain/Encore/Leech Seed

I know he's not particularly slow, but he'll help you take care of annoying Imprisoners by taunting them.
 
Don't always copy suggested Ev/Movesets, you become far more predictable. Definitely get a new Gastrodon, Hardy is outclassed by so many other natures. Quiet is good.
 
Your team is too reliant on TR and you're too focused on setting it up and not a single Fake Out user is in sight. Try Scrafty over Conkeldurr for Fake Out and time to use TR.
 
Like others have stated, it is too reliant on trick room. In addition, why are you running gyro ball in trick room? You should probably sub that for iron head.
 
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